![]() A trigger could check if each agent has been in its current state for longer than a certain period. ![]() The walk state would have behavior nodes inside to move the point of an agent in that state. If a trigger matches for an agent, it activates a transition node that gives the agent a new current state.įor example, to have a crowd mill about, you could have some agents in a walk state and some in an idle state. At each simulation step, Houdini evaluates triggers for each agent. A state also contains behavior nodes that modify the agent, such as DOP particle forces that move the agent’s point. A state corresponds to a clip that animates the agent while it’s in that state. ![]() ![]() Agents are character skeletons with skin geometry and animation, each related to a particle-like point in a DOP simulation. ![]()
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